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They hear the fairly weak entreaties of the peck, but a bit more cajoling makes them come around and help you out.
The divers advise the PCs to be careful about what they touch, as the sharp coral can leave painful wounds. They also warn that although slow, the deceptively strong currents can still disorient divers, and can drag a swimmer out to sea to his death. If made helpful, the divers offer to barter some of their special equipment, including sandbag weights and diving floats (barrels with ropes attached) for some of the PCs’ more mundane equipment. The weights can help the PCs reach the bottom swiftly (granting a +2 circumstance bonus on Swim checks to dive), while the f loats mark a diver’s position relative to others and can help prevent the PCs from being dragged out to sea by the currents (granting a +2 circumstance bonus on Swim checks to return to the surface).
Pathfinder Companion Subscriber
OK, got an idea together.
Nathan is a fairly experienced member of the Gray Corsairs, recruited for this mission since there would need to be someone to captain the vessel after it was successfully hijacked.
Nathan grew up around the docks of Almas, the capital of Andoran. His father was a shipwright, and he learned much of the shipbuilding trade. Even as a youth he showed a great affinity for the water. This was assumed to be just due to spending a lot of time around the harbor and his father's workplace. As it turned out, it went beyond that as he started to exhibit a strange mastery of water, particularly ice. His uncanny abilities led to him being recruited by the Eagle Knights in their ongoing crusade against slavers.
His expertise in shipbuilding (after years of apprenticeship) lead to him gravitating to the Gray Corsairs, and partaking in many privateering missions against slaving vessels. He became a stalwart member using both his skills and his strange control of ice.
Nathan is of average height, with brown hair and hazel eyes. He normally dresses like a sailor of his standing (a bosun). At the moment he's in rags.
He has a fairly easy going disposition for a crusader against slavery, but he does it out of a sense of responsibility of what his uncanny abilities allow him to do rather than any personal tragedy or demons that drive him. Hence he's lacks the fanatical nature of many of his fellows.
Nathan -Fuzzfoot Castaway
Human hydrokineticist 3 (Pathfinder RPG Occult Adventures 10)
CG Medium humanoid (human)
Init +5; Senses Perception +6
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 30 (3d8+12)
Fort +7, Ref +6, Will +2
Speed 30 ft.
Special Attacks kinetic blast
Kineticist Wild Talents Known
. . Defense—shroud of water
. . Infusions—draining infusion (DC 15), extended range
. . Blasts—cold blast (2d6+2 cold)
. . Utility—basic hydrokinesis, water alteration
Str 12, Dex 16, Con 18, Int 10, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 17
Feats Dodge, Point-Blank Shot, Precise Shot
Traits indomitable faith, reactionary
Skills Acrobatics +9, Craft (ships) +4, Heal +4, Knowledge (nature) +5, Perception +6, Profession (sailor) +6, Swim +7
SQ burn (1 point/round, max 7), elemental overflow +1, gather power
Burn 1/round (3 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Cold Blast (Sp) Level 1; Burn 0
Draining Infusion (DC 15) Blast only effects targets with the same subtype as your blast, but ignores DR, immunities or resistances
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Water Alteration (Sp) Alter the salinity and temperature of 2 gal./kineticit level of water.
I didn't do any equipment choices. He's fairly self sufficient, but would have a set of ship building tools and a cutlass normally. Maybe he'd also have boots of the cat for use in the rigging. As he was posing as a slave, he wouldn't take any of his valued items with him.
OK, first off to stop the whining, your armor is done.
Second, your next mission involves a briefing by the queen of the elves at breakfast tomorrow. Since I'm a lazy GM and don't really want to roleplay out all the foofy elvish stuff (even in hick version) I'll just summarize.
The shadow key you found will take you to Zirnakaynin, which is the Drow capital. Of course that would normally be suicide. However the elves have a trick up their sleeve. They have a necromancer who can basically turn you into an animated Drow corpse for a while. You change your race to Drow (base) minus the stat changes, and the disguise cannot be detected via normal magic or close inspection.
Once you are there in disguise, you are to figure out what exactly is up with this endy world business.
So when you level up to 9th, also have a version where you are a Drow (which does give you spell resistance- and self loathing in the case of Kronug).
Made from bleached bones that have been fused together, the head of this staff burns with an unholy fire. This staff can be used as a +1 flaming quarterstaff (only one end of
no idea on the ring
the shadow key is minor artifact level and probably opens a magic portal
Did the trash panda save?
Obi: hit, miss, miss, miss -90
Bo: hit, hit, miss, miss drops #3 with damage from Boom added
Jan: Puts down #4 - you have 2 other shots which will hit, what target?
Boom: all those hit (#1) -111
reflex: 4d20 ⇒ (10, 8, 4, 18) = 40 yes, yes, no, yes- 2 takes 10 damage
1 attacks Boom
claw, claw, tentacle
2 attacks Jan
Devil drops another ice storm on you all
bludgeoning: 3d6 ⇒ (1, 5, 1) = 7 cold: 2d6 ⇒ (1, 4) = 5
PCs are up.
On the corpse when it appears in about a minute you find:
The shadow key will get you back home through the portal you entered. The module was supposed to convey that the baddies are trying to redo Earthfall. They were in this shadow duplicate of the past to figure out exactly how to get it done. The practice small runs from the previous modules (on the island) are the lab tests. Now you have to move on to deal with the real threat. You level to 9 now.
Zombies finally react to the intrusion.
4 attacks Tanrov
2,3 on Kevin
5 on Ulelarik
6 moves too far to attack
Rest are up for round 1
“The challenge of water is hardly difficult. Mostly, it is a test of patience and fortitude. Gozreh requires that you retrieve for him a single black pearl. Head north a bit, out by the crags of the cape. Those shores are filled with oyster beds, and such pearls are not uncommon to those who know where to look.”
The old druid listens to the persuasive little peck and nods his head. He then scampers down the rocks to talk to you.
“In truth, I am skeptical of your abilities. At best you seem to me blissful incompetents. I doubt you even capable of finding your way back to town, much less through the jungle. But Gozreh may have different ideas, and it may serve his purpose for me to accompany you. I am willing to accept your proposal if you first prove yourselves by completing two simple tests, one of wind and one of water. Of course, you may decline, but I must add that if you fear performing Gozreh’s simple tasks, there is no way you will survive the jungle.”
"Which test do you wish to undergo first?"
Gaze attacks :
everyone made their saves
The fugly red things move into attack some more.
3, 4 move 5' and get full attacks, the other 2 move in farther and get standards.
claw, claw, tentacle
As it is a gaze attack, it continues
PCs are up again
Sorry was on Vacation and missed updating this one. Somehow I did other ones. No excuse, I screwed up.
he southern portion of this room holds a wide alabaster basin lled with bloody entrails. The outside of the basin is carved with images of warriors around a raised sun, holding longswords aloft. A ight of stairs ascends to the west.
There are six humans standing around the basin, but they seem to be rotting.
Seems cool so you blow the horn. It tastes of salt spray, but no poison.
Shortly afterwards high upon a narrow ledge, a dark-skinned man appears. Dressed in nothing but a loincloth, his wild, knotted hair whips about in the wind. Shouting above the crashing surf he calls down, “Who are you and for what purpose do you seek me?”
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